MindMap Gallery TA engineer
This is a mind map about TA engineers, including computer graphics, Graphics API, game engine, Self-developed rendering engine, Platform related etc.
Edited at 2024-02-29 14:46:56Mappa mentale per il piano di inserimento dei nuovi dipendenti nella prima settimana. Strutturata per giorni: Giorno 1 – benvenuto, configurazione strumenti, presentazione team. Secondo giorno – formazione su policy aziendali e obiettivi del ruolo. Terzo giorno – affiancamento e primi task guidati. Il quarto giorno – riunioni con dipartimenti chiave e feedback intermedio. Il quinto giorno – revisione settimanale, definizione obiettivi a breve termine e integrazione culturale.
Mappa mentale per l’analisi della formazione francese ai Mondiali 2026. Punti chiave: attacco stellare guidato da Mbappé, con triplice minaccia (profondità, taglio, sponda). Criticità: centrocampo poco creativo – la costruzione offensiva dipende dagli attaccanti che arretrano. Difesa solida (Upamecano, Saliba, Koundé). Portiere Maignan. Variabili: gestione infortuni e condizione fisica dei big. Ideale per scout, giornalisti e tifosi.
Mappa mentale per l’analisi della formazione francese ai Mondiali 2026. Punti chiave: attacco stellare guidato da Mbappé, con triplice minaccia (profondità, taglio, sponda). Criticità: centrocampo poco creativo – la costruzione offensiva dipende dagli attaccanti che arretrano. Difesa solida (Upamecano, Saliba, Koundé). Portiere Maignan. Variabili: gestione infortuni e condizione fisica dei big. Ideale per scout, giornalisti e tifosi.
Mappa mentale per il piano di inserimento dei nuovi dipendenti nella prima settimana. Strutturata per giorni: Giorno 1 – benvenuto, configurazione strumenti, presentazione team. Secondo giorno – formazione su policy aziendali e obiettivi del ruolo. Terzo giorno – affiancamento e primi task guidati. Il quarto giorno – riunioni con dipartimenti chiave e feedback intermedio. Il quinto giorno – revisione settimanale, definizione obiettivi a breve termine e integrazione culturale.
Mappa mentale per l’analisi della formazione francese ai Mondiali 2026. Punti chiave: attacco stellare guidato da Mbappé, con triplice minaccia (profondità, taglio, sponda). Criticità: centrocampo poco creativo – la costruzione offensiva dipende dagli attaccanti che arretrano. Difesa solida (Upamecano, Saliba, Koundé). Portiere Maignan. Variabili: gestione infortuni e condizione fisica dei big. Ideale per scout, giornalisti e tifosi.
Mappa mentale per l’analisi della formazione francese ai Mondiali 2026. Punti chiave: attacco stellare guidato da Mbappé, con triplice minaccia (profondità, taglio, sponda). Criticità: centrocampo poco creativo – la costruzione offensiva dipende dagli attaccanti che arretrano. Difesa solida (Upamecano, Saliba, Koundé). Portiere Maignan. Variabili: gestione infortuni e condizione fisica dei big. Ideale per scout, giornalisti e tifosi.
TA engineer
Computer Graphics
graphics algorithm
Fisheye panoramic view splicing implementation
Use opencv to implement, obtain the projection transformation matrix, dedistort the image and then splice it.
material
Bezier curve
Draw vector lines
material
rendering
PBR verification: https://www.shadertoy.com/view/4sSfzK
rotate
matrix rotation
Euler angle rotation
Quaternion rotation
The pros and cons of the three methods, mutual conversion
AABB
Basic primitives
geometry
explicit geometry
Draw various shapes such as circles, rectangles, etc. by drawing triangles
Implicit geometry (mathematical visualization)
Directed distance field (SDF)
various shapes
Ray stepping (RayMarching/RayCast)
3D Realization Camera Projection Ray Stepping Collision
Implicit 3D modeling
Step depth/normal calculation
SDF geometric surface normal solution
Shadow: gradient function calculates sdf surface normal
Base
Euclidean distance
manhattan distance
UV
built-in functions
smoothstep
polar coordinates
Implicit graphics transformation
Pan/Rotate/Zoom
Random noise implementation
SDF shadow
hard shadow
soft shadow
ambient occlusion
SSAO
Commonly used AO algorithms
Shader information: https://thebookofshaders.com/07/?lan=ch https://github.com/patriciogonzalezvivo/thebookofshaders
Example
real-time reflection principle
image processing algorithm
linear algebra
Vector operations
addition, subtraction
Click and multiply
https://zhuanlan.zhihu.com/p/359975221
cross
https://zhuanlan.zhihu.com/p/359975221
Vector color operations
Matrix Operations
Matrix multiplication
Inverse matrix, transpose
Orthogonal, perspective, bevel, mirror
matrix transformation
2D/3D rotation, translation, zoom
Matrix derivation
characteristic
Affine transformation
Matrix derivation
characteristic
perspective transformation
Matrix derivation
characteristic
Homogeneous coordinates
Purpose and significance
Coordinate System
local coordinate system
world coordinate system
camera coordinate system
Transformation matrix derivation
Element assembly
Triangle barycenter coordinates
rasterization
mipmap
bilinear interpolation
Oversampling
UV coordinates
Trigonometric functions
3D rendering
Ray tracing:
Material properties
PBR
calculus
Graphics API
OpenGL
GLSL
Commonly used built-in functions: Built-in functions can simplify the calculation process and provide better performance
Transformation in vector UV coordinate system
Shader basics
Syntax: Shader Card github
Fragment doing shader programming
uv
implicit geometry
SDF (directed distance field)
Ray Cast/Ray Marching
cache
VAO/VBO/EBO/FBO
Basic theory: graphics pipeline, state machine mechanism, texture sampling
Color: depth testing, stencil testing, blending, cubemaps,
Lighting: lambert, gamma correction, shadows, normal map, parallax map, HDR, boom, deferred shading
PBR: rendering theory, PBR lighting, IBL lighting
Vulkan
DirectX
OpenCV
Game Engine
Unreal engine-open source
blueprint/c
Material system
Particle System
Framework architecture/engine mechanism
Engine API/Component
animation state machine
Physics simulation (collider/trigger/raycast, etc.)
UMG interface system
unity3d
Material system
Particle System
C# script
Engine API/Engine Components
render component
Transform component
Collision component
Rigid body component
lumpyard (cryengine) - open source
playCavas - open source
cocos3d-open source
Self-developed rendering engine
Fliament
Animoji effect implementation based on Filament engine
ORGE
o3d
rendering engine
pbr rendering theory
Course Computer Graphics Shader
Function: brdf bsdf btdf electrolyte non-electrolyte metal booling-phone lambert DGF bidirectional distribution function geometric masking Fresnel no ibl illumination ibl illumination Rendering principles: Human eye imaging, perspective, light reflection principle, refraction principle, radiant flux, spherical area area
pbr rendering theory
Technology: ambient light ambient light occlusion screen space reflection environment map baking path-tracer cubemap-spherical coordinates reflection refraction linergb ldr hdr gamma correction
Forward rendering Delayed rendering G-buffer
pbr function
PBR White Paper
Output Color = Direct Light Output Color Ambient Light Output Color BRDF (Bidirectional Reflection Distribution Function): Only the light-receiving surface is processed and subsurface scattering is not considered. Suitable for opaque materials. BTDF (Bidirectional Transmission Distribution Function): only handles backlit surfaces and does not consider subsurface scattering. BSDF (bidirectional scattering [reflection transmission] distribution function): handles the light-receiving surface and the backlight surface, and does not consider subsurface scattering. Suitable for materials with relatively high transparency. BSSRDF (bidirectional scattering surface reflectance distribution function): handles the light-receiving surface and backlight, considers subsurface scattering, and is suitable for translucent materials, clouds, jade, milk, etc.
light color
Meaning of color multiplication and color addition
The multiplication of two lights represents the reduction ratio of the light
The addition of two lights often represents the merger of lights
For example, green light (0, 1, 0) becomes (0, 0.5, 0) after being reflected by a certain point A [RGB (0.3, 0.5, 0.2)], The red light (1, 0, 0) becomes (0.3, 0, 0) after being reflected at a certain point A. Then when the two lights are projected into the eyes, they are actually the merger of the two lights. For example, the final color of the object in the Shader = ambient light, self-illumination, diffuse reflection, and highlight. The multiplication of two lights often represents light intensity x ray reflection or light reflection x light intensity or light reflection x ray reflection. As a result, the light is attenuated or its reflectivity is changed.
Basic lighting
shadow
shadowmap
SSAO
gltf model pbr implementation
gltf viewer
gltf format programming
Traditional empirical lighting model
Bryn Fonn lighting model bling-phone
Color = Specular, Diffuse, Ambient
Platform related
Android rendering mechanism
https://zhuanlan.zhihu.com/p/661027517 cnblogs.com/mysweetAngleBaby/p/15549126.html
GPU rendering principle
https://zhuanlan.zhihu.com/p/649971173
Android image processing series: use of GL multi-threading https://blog.csdn.net/kaelsass/article/details/117358047
Skia rendering principle
CG technology
AR/VR/MR/Digital Human
Human eye imaging: https://www.sohu.com/a/194800446_699545